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Quake_4_Alpha/q4xbase/def/ai/monster_q4x_strogg_marine.def
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2026-08-06 14:45:27 -07:00

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Modula-2

/*
===============================================================================
Strogg Marine
===============================================================================
*/
/*
export strogg_marine {
options -prefix SMAR_ -align ALL -scale .3937 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir models/monsters/Stroggified_Marine/animations -destdir models/monsters/strogg_marine
anim onfire.ma -dest onfire
}
*/
/*
export strogg_marine {
options -prefix SMAR_ -align ALL -scale .455 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir work/models/monsters/Stroggified_Marine/animations -destdir models/monsters/q4x_strogg_marine
mesh walk.ma -dest strogg_marine
anim walk.ma -dest walk
anim run.ma -dest run
anim jog.ma -dest jog
anim idle.ma -dest idle
anim idle_alert.ma -dest idle_alert
anim idle_cover.ma -dest idle_cover
anim idle_attack.ma -dest idle_attack
anim attack.ma -dest attack
anim attack_01_fixed.ma -dest attack_01_fixed
// anim attack_start.ma -dest attack_start
// anim attack_loop.ma -dest attack_loop
// anim attack_end.ma -dest attack_end
anim attack_2.ma -dest attack_2
anim attack_3_1.ma -dest attack_3
anim attack_4_1.ma -dest attack_4
// anim attack_2_start.ma -dest attack_2_start
// anim attack_2_loop.ma -dest attack_2_loop
// anim attack_2_end.ma -dest attack_2_end
anim melee01.ma -dest melee01
anim melee02.ma -dest melee02
anim melee03.ma -dest melee03
anim melee04.ma -dest melee04
anim sidestep_right.ma -dest sidestep_right
anim sidestep_left.ma -dest sidestep_left
// anim strafe.ma -dest strafe
anim pain_gut.ma -dest pain_gut
anim pain_head.ma -dest pain_head
anim pain_head.ma -dest pain_crouch
anim pain2.ma -dest pain3
anim pain3.ma -dest pain4
anim ragdoll.ma -dest ragdoll
// anim crouch_attack_start.ma -dest crouch_attack_start
anim crouch_attack.ma -dest crouch_attack
// anim crouch_attack_end.ma -dest crouch_attack_end
anim dive_roll.ma -dest dive_roll
// anim crouch_start.ma -dest crouch_start
// anim crouch_loop.ma -dest crouch_loop
// anim crouch_end.ma -dest crouch_end
anim lean_right.ma -dest lean_right
anim attackPoint_left.ma -dest attackPoint_left
anim attackPoint_long_left.ma -dest attackPoint_long_left
anim attackPoint_right.ma -dest attackPoint_right
anim attackPoint_long_right.ma -dest attackPoint_long_right
anim lean_left.ma -dest lean_left
anim leap.ma -dest leap
anim step_back.ma -dest step_back
anim attack_shotgun.ma -dest attack_shotgun
anim crouch_shotgun.ma -dest crouch_shotgun
anim eye_test.ma -dest eye_test
anim jump_trench4.ma -dest jump_trench
anim digestport_script.ma -dest digestport_script
anim catwalk_jump02.ma -dest putra_catwalk_jump
anim openhatch_below03.ma -range 35 76 -dest putra_openhatch_below
anim openhatch_below03.ma -range 47 76 -dest climb_out
anim openhatch_above.ma -dest drop_down
anim elevator_jump05.ma -dest core_elevator_jump
anim sm_exam_table.ma -dest exam_table
anim teleport_2.ma -dest teleport
// anim lean_right_loop.ma -dest models/monsters/q4x_strogg_marine/lean_right_loop
// anim lean_right_end.ma -dest models/monsters/q4x_strogg_marine/lean_right_end
// anim evade_right.ma -dest models/monsters/q4x_strogg_marine/evade_right
// anim evade_left.ma -dest models/monsters/q4x_strogg_marine/evade_left
// BELOW ARE THE NEW ANIMS
anim pain_con.ma -dest models/monsters/q4x_strogg_marine/pain_con
anim pain_std.ma -dest models/monsters/q4x_strogg_marine/pain_std
anim pain_std2.ma -dest models/monsters/q4x_strogg_marine/pain_std2
anim pain_strm.ma -range 1 6 -dest models/monsters/q4x_strogg_marine/pain_strm_start
anim pain_strm.ma -range 6 14 -dest models/monsters/q4x_strogg_marine/pain_strm_loop
anim pain_strm.ma -range 14 21 -dest models/monsters/q4x_strogg_marine/pain_strm_stop
// anim knockdown.ma -dest models/monsters/q4x_strogg_marine/knockdown
anim angry5.ma -dest models/monsters/q4x_strogg_marine/scream
anim angry5.ma -dest models/monsters/q4x_strogg_marine/angry1
anim angry2.ma -dest models/monsters/q4x_strogg_marine/gunjam
anim dodge_right.ma -dest models/monsters/q4x_strogg_marine/dodge_left
anim dodge_left.ma -dest models/monsters/q4x_strogg_marine/dodge_right
anim sidestep_right2.ma -dest models/monsters/q4x_strogg_marine/dodge_right2
anim sidestep_left2.ma -dest models/monsters/q4x_strogg_marine/dodge_left2
anim sprayleft.ma -range 1 10 -dest models/monsters/q4x_strogg_marine/sprayleft_start
anim sprayleft.ma -range 10 24 -dest models/monsters/q4x_strogg_marine/sprayleft_sweep
anim sprayleft.ma -range 24 30 -dest models/monsters/q4x_strogg_marine/sprayleft_end
anim sprayright.ma -range 1 8 -dest models/monsters/q4x_strogg_marine/sprayright_start
anim sprayright.ma -range 8 21 -dest models/monsters/q4x_strogg_marine/sprayright_sweep
anim sprayright.ma -range 21 30 -dest models/monsters/q4x_strogg_marine/sprayright_end
anim attack_shotgun_new.ma -dest models/monsters/q4x_strogg_marine/attack_shotgun_new
anim fire1.ma -range 5 19 -dest models/monsters/q4x_strogg_marine/fire1_start
anim fire1.ma -range 19 23 -dest models/monsters/q4x_strogg_marine/fire1_loop
anim fire1.ma -range 39 46 -dest models/monsters/q4x_strogg_marine/fire1_end
anim fire3.ma -range 1 10 -dest models/monsters/q4x_strogg_marine/fire3_start
anim fire3.ma -range 10 14 -dest models/monsters/q4x_strogg_marine/fire3_loop
anim fire3.ma -range 22 30 -dest models/monsters/q4x_strogg_marine/fire3_end
anim fire4.ma -range 1 8 -dest models/monsters/q4x_strogg_marine/fire4_start
anim fire4.ma -range 8 13-dest models/monsters/q4x_strogg_marine/fire4_loop
anim fire4.ma -range 13 21 -dest models/monsters/q4x_strogg_marine/fire4_end
// anim runfire_torso.ma -dest models/monsters/q4x_strogg_marine/runfire_torso
anim run_attack_upper.ma -dest models/monsters/q4x_strogg_marine/runfire_torso
anim runback_attack_upper.ma -dest models/monsters/q4x_strogg_marine/runbackfire_torso
anim runfire_torso_tpose.ma -dest models/monsters/q4x_strogg_marine/runfire_torso2
anim runfire.ma -dest models/monsters/q4x_strogg_marine/runfire
anim walkfire.ma -dest models/monsters/q4x_strogg_marine/walkfire
anim walkfire_backwards.ma -dest models/monsters/q4x_strogg_marine/back_walk
anim walk_left.ma -dest models/monsters/q4x_strogg_marine/left_walk
anim walk_right.ma -dest models/monsters/q4x_strogg_marine/right_walk
anim run_backward.ma -dest models/monsters/q4x_strogg_marine/back_run
anim run_left2.ma -dest models/monsters/q4x_strogg_marine/left_run
anim run_right2.ma -dest models/monsters/q4x_strogg_marine/right_run
anim climbing_out2.ma -dest models/monsters/q4x_strogg_marine/climbing_out2
anim jumpdown.ma -range 1 14 -dest models/monsters/q4x_strogg_marine/jumpdown_start
anim jumpdown2.ma -range 16 17 -dest models/monsters/q4x_strogg_marine/jumpdown_loop
anim jumpdown2.ma -range 19 45 -dest models/monsters/q4x_strogg_marine/jumpdown_end
anim teleport_fail.ma -dest models/monsters/q4x_strogg_marine/teleport_fail
anim run_right_attack_upper.ma -dest models/monsters/q4x_strogg_marine/run_right_attack_upper
anim run_left_attack_upper.ma -dest models/monsters/q4x_strogg_marine/run_left_attack_upper
anim recomp_strogg_marine.ma -sourcedir work/models/cinematics/recomp_lt_tank/animations -dest models/monsters/q4x_strogg_marine/recomp_strogg_cinematic
addoptions -sourcedir work/models/mapobjects/strogg/machines/biggun_chair/big_gun_chair/animation
anim big_gun_chair_idle.ma -range 100 153 -dest models/monsters/q4x_strogg_marine/big_gun_chair_getup
anim big_gun_chair_idle.ma -range 98 100 -dest models/monsters/q4x_strogg_marine/big_gun_chair_idle
}
*/
export strogg_marine {
options -prefix SMAR_ -align ALL -scale .455 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir models/monsters/Stroggified_Marine/animations -destdir models/monsters/q4x_strogg_marine
anim melee05.ma -dest melee05
anim onfire.ma -dest onfire
}
/*
===============================================================================
Strogg Marine Model
===============================================================================
*/
model model_monster_q4x_strogg_marine
{
mesh models/monsters/q4x_strogg_marine/strogg_marine.md5mesh
channel torso ( *waist )
channel legs ( *hips origin -*waist )
anim af_pose models/monsters/q4x_strogg_marine/ragdoll.md5anim
// anim ik_pose models/monsters/q4x_strogg_marine/ragdoll.md5anim
anim eye_test models/monsters/q4x_strogg_marine/eye_test.md5anim
offset ( -8 0 0 )
// anim knockdown models/monsters/q4x_strogg_marine/knockdown.md5anim
anim jumpdown_start models/monsters/q4x_strogg_marine/jumpdown_start.md5anim
{
frame 7 sound snd_grunt
frame 10 sound snd_gear
}
anim jumpdown_loop models/monsters/q4x_strogg_marine/jumpdown_loop.md5anim
anim jumpdown_end models/monsters/q4x_strogg_marine/jumpdown_end.md5anim
{
frame 1 sound generic_creature_fall_small
frame 1,2,6 footstep
frame 23 sound snd_ready_weapon
}
//anim big_gun_chair_getup models/monsters/q4x_strogg_marine/big_gun_chair_getup.md5anim
//anim big_gun_chair_idle models/monsters/q4x_strogg_marine/big_gun_chair_idle.md5anim
anim walk models/monsters/q4x_strogg_marine/walk.md5anim
{
sync_cycle
frame 1,11 footstep
frame 6,16 sound snd_gear
}
anim walk_backwards models/monsters/q4x_strogg_marine/back_walk.md5anim
{
sync_cycle
frame 1,11 footstep
frame 6,16 sound snd_gear
}
anim walk_left models/monsters/q4x_strogg_marine/left_walk.md5anim
{
sync_cycle
frame 1,8 footstep
frame 4,10 sound snd_gear
}
anim walk_right models/monsters/q4x_strogg_marine/right_walk.md5anim
{
sync_cycle
frame 1,8 footstep
frame 4,10 sound snd_gear
}
anim run models/monsters/q4x_strogg_marine/run.md5anim
{
sync_cycle
frame 4,14 footstep
frame 6,16 sound snd_gear
}
anim run_backwards models/monsters/q4x_strogg_marine/back_run.md5anim
{
sync_cycle
frame 1,8 footstep
frame 4,10 sound snd_gear
}
anim run_left models/monsters/q4x_strogg_marine/left_run.md5anim
{
sync_cycle
frame 1,8 footstep
frame 4,10 sound snd_gear
}
anim run_right models/monsters/q4x_strogg_marine/right_run.md5anim
{
sync_cycle
frame 1,8 footstep
frame 4,10 sound snd_gear
}
anim idle models/monsters/q4x_strogg_marine/idle_attack.md5anim
{
frame 1 sound snd_breathe
}
anim idle_alert models/monsters/q4x_strogg_marine/idle_alert.md5anim
{
frame 1 sound snd_breathe
}
anim pain1 models/monsters/q4x_strogg_marine/pain_std.md5anim
{
frame 3 sound_voice snd_pain
}
anim pain2 models/monsters/q4x_strogg_marine/pain_std2.md5anim
{
frame 3 sound_voice snd_pain
}
anim pain_head models/monsters/q4x_strogg_marine/pain_head.md5anim
{
frame 3 sound_voice snd_pain
}
anim pain_guts models/monsters/q4x_strogg_marine/pain_gut.md5anim
{
frame 3 sound_voice snd_pain
}
anim pain_concussive models/monsters/q4x_strogg_marine/pain_con.md5anim
{
frame 3 sound_voice snd_pain
}
anim pain_stream_start models/monsters/q4x_strogg_marine/pain_strm_start.md5anim
{
frame 3 sound_voice snd_pain
}
anim pain_stream models/monsters/q4x_strogg_marine/pain_strm_loop.md5anim
anim pain_stream_end models/monsters/q4x_strogg_marine/pain_strm_stop.md5anim
anim teleport models/monsters/q4x_strogg_marine/teleport.md5anim
// ----------------------------------- Melee Attacks ----------------------
anim melee_attack models/monsters/q4x_strogg_marine/melee01.md5anim
{
frame 8 fx fx_swipe l_wrist
frame 8 sound smarine_swing
frame 12 ai_attack_melee melee_right
}
anim melee_attack2 models/monsters/q4x_strogg_marine/melee03.md5anim
{
frame 8 fx fx_swipe l_wrist
frame 8 sound smarine_swing
frame 12 ai_attack_melee melee_right
}
anim melee_attack3 models/monsters/q4x_strogg_marine/melee02.md5anim
{
frame 7 ai_attack_melee melee_left
frame 7 sound smarine_swing
frame 8 fx fx_swipe muzzle
}
anim melee_attack4 models/monsters/q4x_strogg_marine/melee04.md5anim
{
frame 8 fx fx_swipe l_wrist
frame 8 sound smarine_swing
frame 12 ai_attack_melee melee_right
frame 23 fx fx_swipe muzzle
frame 24 ai_attack_melee melee_left
}
//=====================================================================================================
// AI ANIMS NO LONGER USED (as of 4/11/05)
//=====================================================================================================
/*
anim reload models/monsters/q4x_strogg_marine/gunjam.md5anim
{
frame 2 sound snd_grunt
frame 11 sound snd_weapon_slap
frame 19 sound snd_weapon_slap
frame 23 sound snd_ready_weapon
frame 28 sound snd_weapon_slap
}
*/
/*
anim cover_idle models/monsters/q4x_strogg_marine/idle_alert.md5anim
{
frame 1 sound snd_breathe
}
*/
/*
anim range_move_attack models/monsters/q4x_strogg_marine/attack_2.md5anim
{
frame 1 sound snd_ready_weapon
frame 7 footstep
frame 13 sound snd_gear
frame 10,11,12,13,14,16,18,17,15 ai_attack base muzzle
frame 10,11,12,13,14,16,18,17,15 fx fx_blaster_muzzleflash muzzle
frame 10,11,12,13,14,16,18,17,15 sound_weapon snd_weapon_fire
}
anim range_move_attack2 models/monsters/q4x_strogg_marine/crouch_attack.md5anim
{
frame 1 sound snd_ready_weapon
frame 2 sound snd_gear
frame 7 footstep
frame 10,11,12,13,14,15,16,17,18,19,20,21,22 ai_attack base muzzle
frame 10,11,12,13,14,15,16,17,18,19,20,21,22 fx fx_blaster_muzzleflash muzzle
frame 10,11,12,13,14,15,16,17,18,19,20,21,22 sound_weapon snd_weapon_fire
}
anim range_move_attack3 models/monsters/q4x_strogg_marine/attack.md5anim
{
frame 6 sound snd_gear
frame 11 sound snd_ready_weapon
frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 ai_attack base muzzle
frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 fx fx_blaster_muzzleflash muzzle
frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 sound_weapon snd_weapon_fire
}
*/
/*
anim attackPoint_long_right models/monsters/q4x_strogg_marine/attackPoint_long_right.md5anim
{
frame 22 ai_attack base muzzle
frame 22 fx fx_blaster_muzzleflash muzzle
frame 22 sound_weapon snd_weapon_fire
frame 25,28,30 ai_attack base muzzle
frame 25,28,30 fx fx_second_attack_flash muzzle
frame 25,28,30 sound_weapon snd_weapon_fire
}
anim attackPoint_long_left models/monsters/q4x_strogg_marine/attackPoint_long_left.md5anim
{
frame 22 ai_attack base muzzle
frame 22 fx fx_blaster_muzzleflash muzzle
frame 22 sound_weapon snd_weapon_fire
frame 25,28,30 ai_attack base muzzle
frame 25,28,30 fx fx_second_attack_flash muzzle
frame 25,28,30 sound_weapon snd_weapon_fire
}
*/
/*
anim idle_long models/monsters/q4x_strogg_marine/idle.md5anim
{
frame 1 sound snd_breathe
}
*/
/*
anim jog models/monsters/q4x_strogg_marine/jog.md5anim
{
frame 1,11 footstep
frame 3 sound snd_breathe
frame 6,16 sound snd_gear
}
*/
/*
anim walkfire models/monsters/q4x_strogg_marine/walkfire.md5anim
anim runfire models/monsters/q4x_strogg_marine/runfire.md5anim
*/
/*
anim range_attack models/monsters/q4x_strogg_marine/attack_3.md5anim
{
frame 1 sound snd_ready_weapon
frame 5 footstep
frame 13 sound_body snd_gear
frame 13,14,15,16,17,18,19,20,21 ai_attack base muzzle
frame 13,14,15,16,17,18,19,20,21 fx fx_blaster_muzzleflash muzzle
frame 13,14,15,16,17,18,19,20,21 sound_weapon snd_weapon_fire
}
anim range_attack2 models/monsters/q4x_strogg_marine/attack_4.md5anim
{
frame 1 sound snd_ready_weapon
frame 4 footstep
frame 5,6,7,8,9,10,11,12,13,14 ai_attack base muzzle
frame 5,6,7,8,9,10,11,12,13,14 fx fx_blaster_muzzleflash muzzle
frame 5,6,7,8,9,10,11,12,13,14 sound_weapon snd_weapon_fire
}
*/
//=====================================================================================================
// REFERENCED BY SOME SCRIPTS OR MAPS (as of 4/11/05) - SHOULDN'T BE IN BASE AI MARINE!!!
//=====================================================================================================
anim dive models/monsters/q4x_strogg_marine/dive_roll.md5anim
{
ai_no_turn
frame 1 ai_disablePain
frame 2 sound_voice snd_grunt
frame 4,8,17,22 sound snd_gear
frame 10,20,22 footstep
}
anim jump_trench models/monsters/q4x_strogg_marine/jump_trench.md5anim
{
frame 1 disableClip
frame 1 disableGravity
frame 7 sound snd_growl
frame 21 sound generic_creature_fall_small
frame 26 sound snd_gear
frame 30 enableClip
frame 30 enableGravity
}
anim elevator_jump models/monsters/q4x_strogg_marine/core_elevator_jump.md5anim
{
frame 5 sound snd_growl
frame 16 sound generic_creature_fall_small
frame 1 disableGravity
frame 23 enableGravity
}
anim catwalk_jump models/monsters/q4x_strogg_marine/putra_catwalk_jump.md5anim
{
frame 1 disableGravity
frame 1 disableClip
frame 9 footstep
frame 30 sound generic_creature_fall_small
frame 38 enableClip
frame 38 enableGravity
frame 42 sound snd_gear
frame 44 sound snd_breathe
}
anim climb_out models/monsters/q4x_strogg_marine/climb_out.md5anim
{
frame 1 disableGravity
frame 1 disableClip
frame 23 footstep
frame 23 enableGravity
frame 23 enableClip
}
anim openhatch_below models/monsters/q4x_strogg_marine/putra_openhatch_below.md5anim
{
frame 1 disableGravity
frame 1 disableClip
frame 25 sound generic_creature_fall_small
frame 30,35 footstep
frame 41 enableGravity
frame 41 enableClip
}
anim digestport_script models/monsters/q4x_strogg_marine/digestport_script.md5anim
{
frame 1 ai_disablePain
frame 1 event show
frame 21 sound_voice snd_pain
}
anim drop_down models/monsters/q4x_strogg_marine/drop_down.md5anim
{
frame 1 disableGravity
frame 1 disableClip
frame 3 sound snd_growl
frame 11 sound_item generic_creature_fall_small
frame 23 sound snd_breathe
frame 34 enableGravity
frame 34 enableClip
}
anim nav_leap models/monsters/q4x_strogg_marine/leap.md5anim
{
frame 1 ai_disablePain
frame 1 disableClip
frame 2 sound snd_gear
frame 5 sound_voice snd_grunt
frame 11 enableClip
frame 11 enableGravity
frame 11,14 footstep
}
//=====================================================================================================
// NOT REFERENCED BY ANY SCRIPT OR MAP (as of 4/11/05)
//=====================================================================================================
// anim climbing_out2 models/monsters/q4x_strogg_marine/climbing_out2.md5anim
anim teleport_fail models/monsters/q4x_strogg_marine/teleport_fail.md5anim
{
frame 6 fx fx_lcrawl chest
frame 6 fx fx_lcrawl r_clavicle
frame 6 fx fx_lcrawl shoulders
frame 6 fx fx_lcrawl hips
frame 6 fx fx_lcrawl waist
frame 6 fx fx_lcrawl rt_eyeball
frame 6 fx fx_lcrawl lft_eyeball
frame 6 fx fx_lcrawl r_femur
frame 6 fx fx_lcrawl r_knee
frame 6 fx fx_lcrawl r_ankle
frame 6 fx fx_lcrawl l_femur
frame 6 fx fx_lcrawl l_knee
frame 6 fx fx_lcrawl l_ankle
frame 6 fx fx_fleshhit chest
frame 10 fx fx_fleshhit shoulders
frame 6 fx fx_fleshhit rt_eyeball
frame 6 fx fx_fleshhit waist
frame 6 fx fx_fleshhit r_clavicle
frame 23 fx fx_fleshhit lelbo
frame 23 fx fx_fleshhit l_wrist
frame 23 fx fx_fleshhit relbo
frame 23 fx fx_fleshhit r_wrist
frame 23 fx fx_lcrawl lelbo
frame 23 fx fx_lcrawl l_wrist
frame 23 fx fx_lcrawl relbo
frame 23 fx fx_lcrawl r_wrist
frame 93 fx fx_tpsteam chest
frame 93 fx fx_tpsteam head
frame 94 fx fx_tpsteam waist
frame 47 fx fx_lcrawl chest
frame 47 fx fx_lcrawl shoulders
frame 47 fx fx_lcrawl hips
frame 47 fx fx_lcrawl rt_eyeball
frame 47 fx fx_lcrawl lft_eyeball
frame 47 fx fx_lcrawl r_femur
frame 47 fx fx_lcrawl r_knee
frame 47 fx fx_lcrawl r_ankle
frame 47 fx fx_lcrawl l_femur
frame 47 fx fx_lcrawl l_knee
frame 47 fx fx_lcrawl l_ankle
frame 47 fx fx_fleshhit chest
frame 47 fx fx_fleshhit shoulders
frame 47 fx fx_fleshhit lft_eyeball
frame 47 fx fx_fleshhit waist
frame 47 fx fx_fleshhit l_clavicle
}
//Q4X Melee addition
anim melee_attack5 models/monsters/q4x_strogg_marine/melee05.md5anim
{
frame 8 fx fx_swipe R_ankle
frame 8 sound smarine_swing
frame 12 ai_attack_melee melee_right
}
//Q4X Onfire Animations
anim pain_fire models/monsters/q4x_strogg_marine/onfire.md5anim
{
}
}
model monster_q4x_strogg_marine_blaster
{
inherit model_monster_q4x_strogg_marine
anim jump_back models/monsters/q4x_strogg_marine/step_back.md5anim
{
frame 3 sound snd_jump
frame 8 sound snd_gear
frame 11,14 footstep
frame 21,22,23 ai_attack base muzzle
frame 21,22,23 fx fx_blaster_muzzleflash muzzle
frame 21,22,23 sound_weapon snd_weapon_fire
}
anim range_attack1_start models/monsters/q4x_strogg_marine/fire3_start.md5anim
{
frame 1 sound snd_ready_weapon
frame 4 footstep
}
anim range_attack1_loop models/monsters/q4x_strogg_marine/fire3_loop.md5anim
{
rate 2
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack1_end models/monsters/q4x_strogg_marine/fire3_end.md5anim
anim range_attack2_start models/monsters/q4x_strogg_marine/fire4_start.md5anim
{
frame 1 sound snd_ready_weapon
frame 4 footstep
}
anim range_attack2_loop models/monsters/q4x_strogg_marine/fire4_loop.md5anim
{
rate 2
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack2_end models/monsters/q4x_strogg_marine/fire4_end.md5anim
// anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso2.md5anim
anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso.md5anim
{
rate 2
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack_torso_back models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim
{
rate 2
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack_torso_right models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim
{
rate 2
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack_torso_left models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim
{
rate 2
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
//FIXME: only here due to scripting/trigger_anim usage!
anim shuffle_right models/monsters/q4x_strogg_marine/dodge_right2.md5anim
// UNIQUE TO BLASTER
anim angry2 models/monsters/q4x_strogg_marine/scream.md5anim
{
frame 5 sound snd_growl
}
anim angry models/monsters/q4x_strogg_marine/angry1.md5anim
{
frame 5 sound snd_growl
}
anim evade_right models/monsters/q4x_strogg_marine/sidestep_right.md5anim
{
frame 1 ai_disablePain
frame 3 sound snd_jump
frame 8 sound snd_gear
frame 11,14 footstep
}
anim evade_left models/monsters/q4x_strogg_marine/sidestep_left.md5anim
{
frame 1 ai_disablePain
frame 3 sound snd_gear
frame 8,13 footstep
}
anim evade_right_long models/monsters/q4x_strogg_marine/attackPoint_right.md5anim
{ // This isn't an evade.
// frame 22,25,28,30 ai_attack base muzzle
// frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle
// frame 22,25,28,30 sound_weapon snd_weapon_fire
}
anim evade_left_long models/monsters/q4x_strogg_marine/attackPoint_left.md5anim
{ // This isn't an evade.
// frame 22,25,28,30 ai_attack base muzzle
// frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle
// frame 22,25,28,30 sound_weapon snd_weapon_fire
}
}
model monster_q4x_strogg_marine_mgun
{
inherit model_monster_q4x_strogg_marine
anim jump_back models/monsters/q4x_strogg_marine/step_back.md5anim
{
frame 3 sound snd_jump
frame 8 sound snd_gear
frame 11,14 footstep
frame 21,22,23 ai_attack base muzzle
frame 21,22,23 fx fx_blaster_muzzleflash muzzle
frame 21,22,23 sound_weapon snd_weapon_fire
}
anim range_attack1_start models/monsters/q4x_strogg_marine/fire1_start.md5anim
{
frame 1 sound snd_ready_weapon
frame 4 footstep
}
anim range_attack1_loop models/monsters/q4x_strogg_marine/fire1_loop.md5anim
{
rate 3.0
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack1_end models/monsters/q4x_strogg_marine/fire1_end.md5anim
anim range_attack2_start models/monsters/q4x_strogg_marine/fire1_start.md5anim
{
frame 1 sound snd_ready_weapon
frame 4 footstep
}
anim range_attack2_loop models/monsters/q4x_strogg_marine/fire1_loop.md5anim
{
rate 3.0
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack2_end models/monsters/q4x_strogg_marine/fire1_end.md5anim
/*
// anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso2.md5anim
anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso.md5anim
{
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack_torso_back models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim
{
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack_torso_right models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim
{
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
anim range_attack_torso_left models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim
{
frame 1 ai_attack base muzzle
frame 1 fx fx_blaster_muzzleflash muzzle
frame 1 sound_weapon snd_weapon_fire
}
*/
// UNIQUE TO MGUN
anim sprayleft_start models/monsters/q4x_strogg_marine/sprayleft_start.md5anim
{
frame 1 sound snd_ready_weapon
frame 5 footstep
}
anim sprayleft_sweep models/monsters/q4x_strogg_marine/sprayleft_sweep.md5anim
{
frame 1,3,5,7,9,11,13 ai_attack jointDir muzzle
frame 1,3,5,7,9,11,13 fx fx_blaster_muzzleflash muzzle
frame 1,3,5,7,9,11,13 sound_weapon snd_weapon_fire
}
anim sprayleft_end models/monsters/q4x_strogg_marine/sprayleft_end.md5anim
{
frame 5 footstep
}
anim sprayright_start models/monsters/q4x_strogg_marine/sprayright_start.md5anim
{
frame 1 sound snd_ready_weapon
frame 4 footstep
}
anim sprayright_sweep models/monsters/q4x_strogg_marine/sprayright_sweep.md5anim
{
frame 1,2,3,4,5,6,7,8,9,10,11,12,13 ai_attack jointDir muzzle
frame 1,2,3,4,5,6,7,8,9,10,11,12,13 fx fx_blaster_muzzleflash muzzle
frame 1,2,3,4,5,6,7,8,9,10,11,12,13 sound_weapon snd_weapon_fire
}
anim sprayright_end models/monsters/q4x_strogg_marine/sprayright_end.md5anim
{
frame 8 footstep
}
//anim dodge_right models/monsters/q4x_strogg_marine/dodge_right.md5anim
//anim dodge_left models/monsters/q4x_strogg_marine/dodge_left.md5anim
}
model monster_q4x_strogg_marine_sgun
{
inherit model_monster_q4x_strogg_marine
//UNIQUE TO SGUN
anim shuffle_right models/monsters/q4x_strogg_marine/dodge_right2.md5anim
anim shuffle_left models/monsters/q4x_strogg_marine/dodge_left2.md5anim
/*
anim shotgun_jump_back models/monsters/q4x_strogg_marine/step_back.md5anim
{
frame 3 sound snd_jump
frame 8 sound snd_gear
frame 11,14 footstep
frame 21 ai_attack base muzzle
frame 21 fx fx_blaster_muzzleflash muzzle
frame 21 sound_weapon snd_weapon_fire
frame 25 sound snd_ready_weapon
}
*/
anim shotgun_range_attack models/monsters/q4x_strogg_marine/attack_shotgun_new.md5anim
{
rate 1.5
frame 8 footstep
frame 18 ai_attack base muzzle
frame 18 fx fx_blaster_muzzleflash muzzle
frame 18 sound_weapon snd_weapon_fire
frame 30 sound snd_ready_weapon
}
anim shotgun_crouch_range_attack models/monsters/q4x_strogg_marine/crouch_shotgun.md5anim
{
rate 1.5
frame 4 footstep
frame 8 sound snd_gear
frame 10 ai_attack base muzzle
frame 10 fx fx_blaster_muzzleflash muzzle
frame 10 sound_weapon snd_weapon_fire
frame 16 sound snd_ready_weapon
}
anim ai_leap models/monsters/q4x_strogg_marine/leap.md5anim
{
frame 1 ai_disablePain
frame 2 sound snd_gear
frame 5 sound snd_grunt
frame 11,14 footstep
}
anim dive_turn models/monsters/q4x_strogg_marine/dive_roll.md5anim
{
frame 1 ai_disablePain
frame 2 sound snd_grunt
frame 4,8,17,22 sound snd_gear
frame 10,20,22 footstep
}
}
/*
===============================================================================
Strogg Marine Attacks
===============================================================================
*/
entityDef damage_q4x_strogg_marine_blaster
{
"inherit" "damage_bullet_base"
"damage" "6"
}
entityDef projectile_q4x_strogg_marine_blaster
{
"inherit" "projectile_blaster_base"
"def_damage" "damage_q4x_strogg_marine_blaster"
"velocity" "650 0 0"
"fx_fly" "effects/monsters/strogg_marine/blaster_fly.fx"
"fx_impact" "effects/monsters/strogg_marine/blaster_burst.fx"
"snd_fly" "weapon_energy_projectile_loop"
}
entityDef melee_q4x_strogg_marine_left
{
"inherit" "melee_monster_base"
"damage" "10"
"kickDir" "0 -1 0.5"
"kick_time" "350"
"kick_amplitude" "4"
"knockback" "20"
"snd_hit" "smarine_punch"
"snd_miss" "smarine_swing"
}
entityDef melee_q4x_strogg_marine_right
{
"inherit" "melee_q4x_strogg_marine_left"
"kickDir" "0 1 0.5"
}
/*
===============================================================================
Strogg Marine Model Definition
===============================================================================
*/
entityDef monster_q4x_strogg_marine_base
{
"editor_usage" "DO NOT USE - FOR INHERITANCE ONLY"
"editor_ignore" "1"
"inherit" "actor_default"
"spawnclass" "rvMonsterStroggMarine"
"fov" "90"
// --------------------------------- Actions ------------------------------------
"painThreshold" "15"
"pain_threshold" "15"
// --------------------------------- Body ------------------------------------
"model" "model_monster_q4x_strogg_marine"
"ragdoll" "monster_strogg_marine"
"use_aas" "aas32"
"directionalMovement" "1"
"walkRange" "50"
"joint_eyeOffset" "Rt_EyeBall"
"joint_chestOffset" "chest"
"chatter_idle_rate" "8"
"chatter_combat_rate" "8"
// --------------------------------- Combat ----------------------------------
"health" "250"
"attackRange" "300 600"
"melee_range" "72"
"maxLostVisTime" "5"
"tactical_ranged" "1"
"tactical_rush" "1"
"tactical_cover" "0"
"tactical_hide" "0"
"def_attack_base" "projectile_q4x_strogg_marine_blaster"
"attack_base_accuracy" "1"
"def_attack_jointDir" "projectile_q4x_strogg_marine_blaster"
"attack_jointDir_locktojoint" "1"
"attack_jointDir_accuracy" "0"
"def_attack_melee_left" "melee_q4x_strogg_marine_left"
"def_attack_melee_right" "melee_q4x_strogg_marine_right"
// --------------------------------- Damage Zones -----------------------------
"damage_zone head" "*head_1"
"damage_zone guts" "*waist -*shoulders"
"damage_scale head" "2"
// --------------------------------- Look Joints -----------------------------
"look_joint waist" "0.2 0.2 0"
"look_joint chest" "0.2 0.2 0"
"look_joint shoulders" "0.2 0.2 0"
"look_joint rElbo" "0.4 0.4 0"
"look_joint neck_1" "0.2 0.2 0"
"look_joint head_1" "0.2 0.2 0"
// --------------------------------- IK --------------------------------------
/* "ik_numLegs" "2"
"ik_footSize" "4"
"ik_waist" "hips"
"ik_hip1" "R_femur"
"ik_hip2" "L_femur"
"ik_knee1" "R_knee"
"ik_knee2" "L_knee"
"ik_ankle1" "R_ankle"
"ik_ankle2" "L_ankle"
"ik_foot1" "R_ball"
"ik_foot2" "L_ball"
*/
// --------------------------------- Sounds ----------------------------------
"snd_slash" "smarine_slash"
"snd_punch" "smarine_punch"
"snd_swing" "smarine_swing"
"snd_gun" "smarine_gun"
"snd_ready_weapon" "smarine_ready_weapon"
"snd_weapon_fire" "smarine_gun"
"lipsync_chatter_idle" "smarine_chatter"
"lipsync_chatter_combat" "smarine_chatter_combat"
"snd_footstep" "smarine_steps"
"snd_footstep_sand" "smarine_steps_dirt"
"snd_footstep_dirt" "smarine_steps_dirt"
"snd_footstep_hollowmetal" "smarine_steps_hollow_metal"
"snd_footstep_rock" "smarine_steps_dirt"
"snd_pain" "smarine_pain"
"snd_death" "smarine_die"
"lipsync_sight" "smarine_alert"
"snd_charge" "smarine_charge"
"snd_breathe" "smarine_breathe"
"snd_growl" "smarine_growl"
"snd_grunt" "smarine_grunt"
"snd_gear" "smarine_gear"
"snd_weapon_slap" "smarine_weapon_slap"
"snd_flesh" "bullet_impact_flesh"
"sound_bone" "chest"
// --------------------------------- Effects ---------------------------------
"fx_blaster_muzzleflash" "effects/monsters/strogg_marine/blaster_mflash.fx"
"fx_swipe" "effects/monsters/grunt/swipe_attack.fx"
"snd_burn_lightning" "effects_sparks02"
"fx_burn_lightning" "effects/monsters/lightning_death.fx"
"fx_burn_particles" "effects/monsters/teleport3.fx"
"fx_burn_particles_chest" "effects/monsters/teleport4.fx"
//--------------------------------FX for tport fail----------------------------------
"fx_lcrawl" "effects/weapons/lightninggun/crawl.fx"
"fx_fleshhit" "effects/weapons/machinegun/impact_flesh.fx"
"fx_tpspark" "effects/levels/convoy/weld_sparks.fx"
"fx_tpsteam" "effects/steam/steam_32_slow10.fx"
// ---------------------------- Gibs ----------------------------------------------
"gib" "1"
"fx_gib" "effects/monsters/gib.fx"
"def_dropGibItem1" "moveable_gib_head_pork"
"dropGibItem1Joint" "head_1"
"def_dropGibItem2" "moveable_gib_torso_pork"
"dropGibItem2Joint" "chest"
"def_dropGibItem3" "moveable_gib_rup_arm_pork"
"dropGibItem3Joint" "rUpArm"
"def_dropGibItem4" "moveable_gib_left_waist_pork"
"dropGibItem4Joint" "waist"
"def_dropGibItem5" "moveable_gib_lup_leg_pork"
"dropGibItem5Joint" "l_femur"
"def_dropGibItem6" "moveable_gib_rup_leg_pork"
"dropGibItem6Joint" "r_femur"
"def_dropGibItem7" "moveable_gib_rup2_leg_pork"
"dropGibItem7Joint" "r_knee"
"def_dropGibItem8" "moveable_gib_pelvis_pork"
"dropGibItem8Joint" "Hips"
// --------------------------------- DB Info -------------------------------
"dbTitle" "Strogg Marine"
"dbText" "Strogg marines are human marines that have been stroggified."
"sg_name" "Strogg Marine (Blaster)"
}
entityDef monster_q4x_strogg_marine
{
"inherit" "monster_q4x_strogg_marine_base"
"editor_usage" "Blaster Strogg Marine"
"editor_ignore" "0"
"model" "monster_q4x_strogg_marine_blaster"
"skin" "skins/monsters/q4x_strogg_marine/q4x_smv_blaster"
// --------------------------------- Actions ------------------------------------
"minShots" "3"
"maxShots" "8"
"aggressiveRange" "300"
"actionTimer_evade_rate" "0.75"
"actionTimer_rangedAttack_rate" ".5"
"action_rangedAttack" "1"
"action_rangedAttack_anim" "range_attack1_loop"
"action_rangedAttack_minRange" "64"
"action_rangedAttack_maxRange" "800"
"action_rangedAttack_blendFrames" "1"
// "action_rangedAttack_noturn" "0"
"action_rangedAttack_state" "Torso_RangedAttack"
"action_rangedAttack_overrideLegs" "0"
"action_evadeLeft" "1"
"action_evadeLeft_anim2" "evade_left_long"
"action_evadeLeft_minRange" "120"
"action_evadeLeft_noturn" "0"
"action_evadeRight" "1"
"action_evadeRight_anim2" "evade_right_long"
"action_evadeRight_minRange" "120"
"action_evadeRight_noturn" "0"
"action_meleeAttack" "1"
"action_meleeAttack_maxRange" "72"
"action_jumpBack" "1"
"action_jumpBack_maxRange" "300"
"action_jumpBack_noturn" "0"
// "action_pain_blendframes" "1" - obsolete
"action_strafe" "1"
"action_strafe_anim" "evade_left"
"action_strafe_anim2" "evade_right"
"action_strafe_minRange" "200"
"action_strafe_maxRange" "800"
"action_strafe_rate" "0.75"
"action_strafe_chance" "0.5"
"action_strafe_noturn" "0"
"action_angry" "1"
"action_angry_anim" "angry"
"action_angry_minRange" "200"
"action_angry_maxRange" "800"
"action_angry_rate" "1"
"snd_ready_weapon" "smarine_ready_blaster"
}
/*
===============================================================================
Machinegun Strogg Marine
===============================================================================
*/
entityDef damage_q4x_strogg_marine_bullet
{
"inherit" "damage_bullet_base"
"damage" "3"
}
entityDef hitscan_q4x_strogg_marine_bullet
{
"inherit" "hitscan_bullet_base"
"def_damage" "damage_q4x_strogg_marine_bullet"
"tracerchance" "1"
}
entityDef monster_q4x_strogg_marine_mgun
{
"inherit" "monster_q4x_strogg_marine_base"
"editor_usage" "Machine Gunner Strogg Marine"
"editor_ignore" "0"
"model" "monster_q4x_strogg_marine_mgun"
"skin" "skins/monsters/q4x_strogg_marine/q4x_smv_machinegun"
// --------------------------------- Combat ----------------------------------
"minShots" "5"
"maxShots" "25"
"attackRange" "400 1000"
"aggressiveRange" "400"
"rangeAttackChance" "1"
"actionTimer_evade_rate" "1"
"actionTimer_rangedAttack_rate" "0.25"
"action_rangedAttack" "1"
"action_rangedAttack_anim" "range_attack1_loop"
"action_rangedAttack_minRange" "64"
"action_rangedAttack_maxRange" "1000"
"action_rangedAttack_blendFrames" "1"
// "action_rangedAttack_noturn" "0"
"action_rangedAttack_state" "Torso_RangedAttack"
// "action_rangedAttack_overrideLegs" "0"
"action_evadeLeft" "1"
// "action_evadeLeft_anim" "dodge_left"
"action_evadeLeft_anim" "walk_left"
"action_evadeLeft_minRange" "120"
"action_evadeLeft_noturn" "0"
"action_evadeRight" "1"
// "action_evadeRight_anim" "dodge_right"
"action_evadeRight_anim" "walk_right"
"action_evadeRight_minRange" "120"
"action_evadeRight_noturn" "0"
"action_meleeAttack" "1"
"action_meleeAttack_maxRange" "72"
"action_meleeAttack_chance" ".5"
"action_jumpBack" "1"
"action_jumpBack_minRange" "0"
"action_jumpBack_maxRange" "400"
"action_jumpBack_anim" "jump_back"
"action_jumpBack_noturn" "0"
"action_strafe" "1"
// "action_strafe_anim" "dodge_left"
// "action_strafe_anim2" "dodge_right"
"action_strafe_anim" "run_left"
"action_strafe_anim2" "run_right"
"action_strafe_minRange" "200"
"action_strafe_maxRange" "800"
"action_strafe_rate" "1"
"action_strafe_chance" "0.25"
"action_strafe_noturn" "0"
"action_sprayAttack" "1"
"action_sprayAttack_state" "Torso_SprayAttack"
"action_sprayAttack_minRange" "200"
"action_sprayAttack_maxRange" "800"
"action_sprayAttack_rate" "2"
// "action_sprayAttack_chance" "1"
// "action_sprayAttack_noturn" "0"
// "action_reload" "1"
"action_reload" "0"
"action_reload_anim" "reload"
"action_reload_minRange" "200"
"action_reload_maxRange" "800"
"action_reload_rate" "4"
"action_reload_chance" "0.2"
// "action_pain_blendframes" "1" - obsolete
// --------------------------------- Defs ----------------------------------
"def_attack_base" "hitscan_q4x_strogg_marine_bullet"
"attack_base_hitscan" "1"
"attack_base_accuracy" "2"
"def_attack_jointDir" "hitscan_q4x_strogg_marine_bullet"
"attack_jointDir_locktojoint" "1"
"attack_jointDir_hitscan" "1"
"attack_jointDir_accuracy" "0"
// --------------------------------- Effects ---------------------------------
"fx_blaster_muzzleflash" "effects/monsters/gunner/bullet_mflash.fx" // FX_REPLACE
"snd_weapon_fire" "smarine_machinegun"
"snd_ready_weapon" "smarine_ready_mgun"
}
/*
===============================================================================
Shotgun Strogg Marine
===============================================================================
*/
entityDef damage_q4x_strogg_marine_shotgun
{
"inherit" "damage_bullet_base"
"damage" "3"
}
entityDef hitscan_q4x_strogg_marine_shotgun
{
"inherit" "hitscan_shotgun_base"
"def_damage" "damage_q4x_strogg_marine_shotgun"
}
entityDef monster_q4x_strogg_marine_sgun
{
"inherit" "monster_q4x_strogg_marine_base"
"editor_usage" "Shotgun Strogg Marine"
"editor_ignore" "0"
"model" "monster_q4x_strogg_marine_sgun"
"skin" "skins/monsters/q4x_strogg_marine/q4x_smv_shotgun"
// --------------------------------- Defs ----------------------------------
"minShots" "1"
"maxShots" "1"
"actionTimer_rangedAttack_rate" "0.25"
"attackRange" "0 400"
// "aggressiveRange" "400"
"rangeAttackChanceInverse" "1"
"action_rangedAttack" "1"
"action_rangedAttack_anim" "shotgun_range_attack"
"action_rangedAttack_minRange" "0"
"action_rangedAttack_maxRange" "400"
"action_rangedAttack_failrate" "0.5"
// "action_rangedAttack_noturn" "0"
"action_crouchRangedAttack" "1"
"action_crouchRangedAttack_minRange" "200"
"action_crouchRangedAttack_maxRange" "400"
"action_crouchRangedAttack_anim" "shotgun_crouch_range_attack"
"action_crouchRangedAttack_blendFrames" "1"
"action_crouchRangedAttack_failRate" ".25"
// "action_crouchRangedAttack_noturn" "0"
"action_strafe" "1"
"action_strafe_anim" "shuffle_left"
"action_strafe_anim2" "shuffle_right"
"action_strafe_minRange" "0"
"action_strafe_maxRange" "600"
"action_strafe_rate" "0.35"
"action_strafe_failrate" "2"
"action_strafe_noturn" "0"
"action_evadeLeft" "1"
"action_evadeLeft_minRange" "120"
"action_evadeLeft_anim" "shuffle_left"
"action_evadeLeft_noturn" "0"
"action_evadeRight" "1"
"action_evadeRight_minRange" "120"
"action_evadeRight_anim" "shuffle_right"
"action_evadeRight_noturn" "0"
"action_leapAttack" "1"
"action_leapAttack_rate" "0.5"
"action_leapAttack_minRange" "100"
"action_leapAttack_maxRange" "300"
"action_leapAttack_anim" "ai_leap"
// "action_leapAttack_anim2" "dive"
"action_leapAttack_chance" "0.5"
"action_rollAttack" "1"
"action_rollAttack_rate" "0.25"
"action_rollAttack_minRange" "150"
"action_rollAttack_maxRange" "400"
"action_rollAttack_anim" "dive_turn"
"action_rollAttack_state" "Torso_RollAttack"
"action_rollAttack_failRate" ".25"
"action_rollAttack_noturn" "0"
"action_rollAttack_nopain" "1"
"action_jumpBack" "0"
// "action_jumpBack_maxRange" "200"
// "action_jumpBack_anim" "shotgun_jump_back"
"action_meleeAttack" "1"
"action_meleeAttack_maxRange" "72"
"action_meleeAttack_chance" "0.25"
"def_attack_base" "hitscan_q4x_strogg_marine_shotgun"
"attack_base_count" "12"
"attack_base_spread" "10"
"attack_base_hitscan" "1"
"attack_base_accuracy" "0"
"attack_base_pullback" "8"
"def_attack_jointDir" "hitscan_q4x_strogg_marine_shotgun"
"attack_jointDir_locktojoint" "1"
"attack_jointDir_count" "12"
"attack_jointDir_spread" "10"
"attack_jointDir_hitscan" "1"
"attack_jointDir_accuracy" "0"
"attack_jointDir_pullback" "8"
// --------------------------------- Effects ---------------------------------
"fx_blaster_muzzleflash" "effects/monsters/strogg_marine/shotgun_mflash.fx"
"snd_weapon_fire" "smarine_shotgun_fire"
}
entityDef monster_q4x_strogg_marine_convoy
{
"inherit" "monster_q4x_strogg_marine"
"gib" "0"
"bleed" "0"
"burnaway" "2"
}
entityDef monster_q4x_strogg_marine_mgun_convoy
{
"inherit" "monster_q4x_strogg_marine_mgun"
"gib" "0"
"bleed" "0"
"burnaway" "2"
}
entityDef monster_q4x_strogg_marine_sgun_convoy
{
"inherit" "monster_q4x_strogg_marine_sgun"
"gib" "0"
"bleed" "0"
"burnaway" "2"
}
entityDef monster_q4x_strogg_marine_long_distance
{
"inherit" "monster_q4x_strogg_marine"
"action_rangedAttack_maxRange" "1800"
}
entityDef monster_q4x_strogg_marine_mgun_long_distance
{
"inherit" "monster_q4x_strogg_marine_mgun"
"action_rangedAttack_maxRange" "2400"
}
entityDef monster_q4x_strogg_marine_sgun_long_distance
{
"inherit" "monster_q4x_strogg_marine_sgun"
"action_rangedAttack_maxRange" "800"
}